RimWorld

RimWorld

AnthroGenes
54 kommentarer
Aspirador  [skapare] 11 jul @ 13:42 
It works with 1.6, the warning only signals that its manifest hasn't been updated yet to say it to the game
byorh2 11 jul @ 10:35 
I'm going to be the one to break the silence

where 1.6
when 1.6

jokes aside take your time!
ArticBlazer 12 feb @ 3:17 
when i have an pawn with one of the genes, their head is layered under their torso
StockSounds 1 feb @ 18:09 
The insect head will sometimes use a not-so-insecty head, seems wrong.
rainbowwilliam 12 dec, 2024 @ 19:08 
What happened to the yoshi head it was here last time i used this?
Atticus 8 dec, 2024 @ 11:18 
With Wolf's advice, I quickly whipped up this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3380928639&searchtext=anthrogenes . Does it work? I dunno, maybe.
ItsKairoKay 20 okt, 2024 @ 13:15 
extremely late response but regarding the vre androids it seems like it just only converts genes in certain categories to "android" genes, since most heads use their own anthro category but otters and ferrets do not they are fine. AFU is also affected. i'm willing to guess you could just type in the gene category under AndroidConvertableGenesDef under that mod's files
Triangular  [skapare] 7 aug, 2024 @ 7:42 
Feel free to
??? 6 aug, 2024 @ 22:03 
Hey, I don't want to be a nuisance, but compatibility with VRE androids has died in the water in the 1.5 update. Is there a way to fix this or I could try writing a patch?
Triangular  [skapare] 20 jun, 2024 @ 8:19 
There is a raccoon under musteloid.
ShiningKatana 20 jun, 2024 @ 8:17 
if you want a racoon, you have to ask the OG mod
ƬƦƖƝƊЄƇ 19 jun, 2024 @ 2:40 
Make a raccoon please
Richex 3 maj, 2024 @ 8:12 
I was looking for this, i like so much R-MK art, but i dont want to use Humanoid Alien Races anymore, so thx a lot :)
Wrath 28 apr, 2024 @ 10:57 
Time to get down with the furries
Moonshine Fox 25 apr, 2024 @ 1:41 
@--------, the reason Anthrosonae adds the various xeno-types is because it's more then just a head gene, there's also various tail, voice, and other genes that go into each one. Try to put them into a single xenotype and everything mis-matches from it's other parts and you just have a bunch of frankensteins rather then coherent xenotypes.
Triangular  [skapare] 22 apr, 2024 @ 3:57 
Update:
-Added Bat, Horse, Amphibian and Skull head types as genes.
-Removed individual premade xenotypes and unified them under an Anthro xenotype
-Sorted Genes to appear under the Anthro dropdown.
-Attempted to add a separate furskin gene that doent conflict with the heads (wip)
tetheredAmbler 21 apr, 2024 @ 22:03 
If anyone happens to have the Furskin incompat issue and wants to use it, I'd like to recommend https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3229299031
Triangular  [skapare] 20 apr, 2024 @ 0:57 
Ive got both the request to remove the premade ones and to do premade ones for each type.
Also will take a look at the skull/bat heads later this week.
I think i ultimately will remove them besides Otter and Ferret since addtional xenotypes from various mods already clutter my UI too.
??? 19 apr, 2024 @ 1:28 
Are we gonna get the skull heads from the main mod?
--------- 18 apr, 2024 @ 19:25 
@Triangular To preface I'm not a modder but for the furskin and skin color issues maybe look at how the Biotech Expansion - Mammalia mod does it? IDK if that would help.

Also does this mod add prebuilt xenotypes, because if its just cosmetic and the xenotypes are the same as baseliners its probably best to leave out prebuilt xenotypes and just have them as cosmetic genes. Anthrosonae adds in un-needed xeno-types too and it feels like clutter kinds. I know I could use cherry picker probably but still... ¯\_(ツ)_/¯
Triangular  [skapare] 14 apr, 2024 @ 5:44 
Updated to 1.5:
-Fixed rendering for 1.5
-Renamed Vulpine to Feline heads
Moonshine Fox 12 apr, 2024 @ 2:33 
So if anyone is curious, this mod still mostly works. Heads all seem to be displaying without errors (so far), but most of the tails are invisible.
Moonshine Fox 11 apr, 2024 @ 15:11 
Anyone tried to see if this is still mostly working in 1.5?
Captain 21 mar, 2024 @ 15:38 
Ah, didn't know that. Thank you :UltimateRaccoon:
Triangular  [skapare] 21 mar, 2024 @ 9:51 
Its under Musteloid like in the original
Captain 21 mar, 2024 @ 4:41 
Raccoon head doesn't seem to be included in this mod... sad.
Local Snorlax 23 dec, 2023 @ 9:30 
Don't know if its vannila or another mod, but when combined with furskin theres a pretty good chance the head gene is rendered invisible cuz' the furskin adds a head also.
Bonible 20 dec, 2023 @ 20:59 
@S Yes.
AcetheSuperVillain 23 okt, 2023 @ 0:56 
I think it would be better to just include the Anthro parts genes, and not default races, as that just adds clutter.
'atrick 28 sep, 2023 @ 5:17 
Are the protogen and synths compatible with the vanilla races androids mod?
Slabba #FreeBoston 29 aug, 2023 @ 14:16 
Update?
leni 17 jul, 2023 @ 20:07 
4tomic5hark there should be a toggle when you first create the xenotype to have the xenotype pass down to the children. It probably operates on a punnett square-esque system where it's a 50/50 between both of the parents for any given gene to pass down to the child, though I'm not sure. If you had the toggle activated upon creation of the xenotype, I'm not sure what your problem may be and it might be a problem with the mod itself rather than Biotech
4tomic5hark 26 jun, 2023 @ 19:46 
I can't seem to have pawns inherit head types from their parents... I had a sergal and dino give birth to a human child, and was only able to make them look like anthro once I implanted the gene on them. Am I missing something or it's just how it works?
TastesLikeOctopus 2 jun, 2023 @ 1:57 
It seems like having the Furskin gene will sometimes override the heads given by any of these genes. To replicate: put a furskin gene and one of the anthro heads in a xenotype and randomize pawn until you see the normal heads.
Triangular  [skapare] 20 maj, 2023 @ 21:56 
Seems they are in it already, i just fonfused the F in the file name for "fox" instead of "feline".
Triangular  [skapare] 20 maj, 2023 @ 21:44 
Havent taken a look at it yet.
Brass Lion 20 maj, 2023 @ 12:38 
No support for the Feline race yet?
Spearmaster 19 maj, 2023 @ 23:52 
Is there a way to edit the preset xenotypes? Or would I have to make customs ones.
Lezadozo 17 apr, 2023 @ 15:00 
is there any facial expression mod that works with this one?
ネコットさん 22 mar, 2023 @ 22:00 
Sandia, you might need Character Editor for that
Karkino 17 mar, 2023 @ 8:29 
is there a way to edit the xenetypes without adding new ones? fro example... editing the already in game fishes to have certain type of genes?
Triangular  [skapare] 14 mar, 2023 @ 9:19 
I can't replicate your problem at all. Tested it with every single canid head and it works fine.
Canada_LaVearn 12 mar, 2023 @ 15:04 
I am having an issue where some (maybe only one?) of the canid heads wont render and just has the default pawn head. all of the other heads will render. maybe a typo somewhere?
Triangular  [skapare] 12 mar, 2023 @ 4:45 
*subgroup
Triangular  [skapare] 12 mar, 2023 @ 4:45 
All have been added, Just the xenotypes have a random one from their sungroup as adding each one as a separate xenotype would (a)clutter up the xenotype window and (b) be a lot of extra work.
Heroman3003 11 mar, 2023 @ 17:29 
Will rest of heads from Anthro mod be added to this? Seems like quite a few are still missing.
Milk 2 mar, 2023 @ 15:53 
YES Finally!
Moonshine Fox 1 mar, 2023 @ 10:48 
Oh this is awesome! I love the Anthro mod, but HAR has been a bitch when trying to use a number of biotech genes
Kiddley 26 feb, 2023 @ 19:13 
How dare you! I was making this and you beat me to it lol.
roko711 25 feb, 2023 @ 20:55 
you are a blessing